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okay moved to a HD instead of a flash stick. It seems less laggy to me. Only lagged on me once.

Sek came on tonight, its still unacceptable laggy. Ill try disabling speedstep next. Then it's getting a real NIC instead of the integrated soft nic. A few bucks will be worth it to not keep the MacPro running 24/7.

I tried out the "blaze" and "MacNN" seeds last night. MacNN absolutely sucked. Blaze seemed to be a lot better, spawning you just north of a desert, just south of a river, and with some fairly impressive mountains a short swim in multiple directions.

I'd post the screens, but I can't find them. I looked in Application Support, but there's no Minecraft folder any longer.

Notch just tweeted that he's eliminating the endermen block-carrying nonsense.

Also, I tested out a very interesting seed last night. Just randomly experimenting, I typed in "DallasMavs." The map is actually quite excellent without being unmanageable. I'll post pictures when I get home.

I'm curious what the nerf will entail. Completely removing the feature would be a huge admission on Notch's part. Limiting their abilities to certain blocks is more what I'm expecting (Grass, sand, gravel).

There's a thread on minecraftforums about how endermen will basically tear the entire world apart 5 or 6 blocks a night until there's nothing left, because they don't drop blocks when they die.

If he restricted them to picking up plants, wood, sand, gravel and dirt (aka stuff the player can punch) and placing them when they die / de-spawn then it would be more realistic and less entropic.

Good god, that first paragraph sounds horrible. I can imagine the screams of horror and rage coming from our group.

Originally Posted by The Final Dakar

I'm curious what the nerf will entail. Completely removing the feature would be a huge admission on Notch's part. Limiting their abilities to certain blocks is more what I'm expecting (Grass, sand, gravel).

Admitting that he was wrong doesn't sound like too big of a step for Notch. The guy seems incredibly humble.

Yeah, I think you're right. Not sure how to communicate what I'm thinking; Basically, it's a feature he looked forward to (like hunger), and I don't see him scrapping it before tweaking it, because its an idea he was enamored with.

ALternatively, I was thinking it'd be interesting if they created structures from blocks only they can create.

The initial spawn point is right about where the little pond on the left is:

Mountains absolutely surround much of the central area, with a flat, forested area just north, deserts to the southwest and southeast, a flat and tree-less area due south, and mountainous islands to the north, south, and east. The map is cool, but manageable.

The map of the surrounding area:

I believe this area was fairly close to the spawn, maybe a nudge east.

This map has a ton of mountains, but also a large forested area, and a massive, flat plain sitting between a bay and an average-sized, circular lake. Oh, and that particular plot happens to be at the foot of some decent mountains (not all loaded due to draw distance limitations).

At the nice prospective town center, with the spawn point in the middle of the map:

There is a hill that's sort of in the way, but might be a nice spot to build a city hall or something of the sort.

Other side of the hill (yes, there are caverns):

Zoomed way out, showing you how much flat space there is to work with:

And some scenic shots from around the seed...

Nice waterfall...

Weird mountain.

I also checked out "toronto rapturds." This is what most of the map looked like:

Seed 76745 is pretty good, would be awesome of there was less desert though. Lots of different biomes within the confines of a map at least three topside dungeons, two NPC villages, and a ravine hidden underwater.

At first I thought ravines were intrinsically connected to the surface, but it seems like the 'canyon' I'm looking for is more rare than a ravine.

But yes, a surface visible canyon is what I had in mind. As Blaze said though, it doesn't need to be close.

I've been watching some 1.8 videos and I have to say I'm excited for the new abandoned mines and whatnot. Seems much more lucrative and dangerous, making an exploration party pretty much needed to survive the new dangers.

I want a mixture of all three within a fairly short distance, though I understand we'll have to walk to find it.

I agree that priority #1 should probably be a flat area of ground (even if it's wooded) close to the spawn for our primary village. Interesting terrain with a variety of features seems important to me, but that might just be a personal preference. I'm not going to pitch a fit if we don't have mountains, but I'd like something more interesting than huge, flat deserts. I'm definitely happy that rivers seem to be a common feature in 1.8.

I'd love to see some canyons, but they don't seem to be as common. I have yet to see a decent one after checking over a dozen spawns.

First off, Dakar, you have cleared out a simply staggering amount of space adjacent to my first mine.

That was the plan for my mines all along. Hope you like it.

Originally Posted by sek929

Also, the cavern rail is missing pieces and I blame you.

That's accurate. A series of mishaps occurred over the months (creepers, water leaks), and I did my best to dutifully replace those that I recovered, but given that you haven't been in thos mines the past 4 months, I didn't really make it a priority (take it out of the iron I'm lending you).

Edit: Looks like there's a chance for some type of release tomorrow. Murmurings it may be a 1.9 pre-release as many of the features announced were pushed back from 1.8 (Nether mobs, possible Snow Biome)

I just decided what my 40 items will be, already have most of it, just some food and wood and my care package is complete.

40 items sounds like sooo much. I mean, aside from building materials most of us get by on way less than that, right?

Originally Posted by sek929

Pretty impressive map, most notably the massive mountain ranges.

Would I lie? Also, I think this means everyone should start checking out the map. Hoping 1.9 makes one of those mountain ranges snowy.

Speaking of 1.9, they are doing the pre-release today. They've also announced 1.10, a they're pushing features not in 1.9 back into that, spreading the Adventure Update into three updates. This suddenly feels like Minecraft again.

40 items sounds like sooo much. I mean, aside from building materials most of us get by on way less than that.

Technically it is 36 items not counting the armor slots. You'd be surprised how quickly it fills up, especially since I am bringing my slime balls, obsidian, and glowstone. I've already got a chest labeled 1.8 inventory to bring with me, all filled and ready to go. I'm going to keep mining for gold and diamond to fill out those stacks.

Technically it is 36 items not counting the armor slots. You'd be surprised how quickly it fills up, especially since I am bringing my slime balls, obsidian, and glowstone. I've already got a chest labeled 1.8 inventory to bring with me, all filled and ready to go. I'm going to keep mining for gold and diamond to fill out those stacks.

Yeah, but I said "get by." You really need slime balls? Glowstone? Not really. Diamonds help speed up the mining process but unless you need Obsidian, they're also not necessary. I'm thinking on brining a decent amount of coal and wood in addition to the rare ores. (Quiet, Blaze). I'll bring Lapiz because it's semi-rare, but I certainly don't need it (Or see what I'll be using it for). Honestly, the only need for gold and iron I'll have is to build track for transportation to other kingdoms.

Originally Posted by Jawbone54

Also, I'm 100% in favor of Oasis.

Hear that Blaze? We need you for the final stamp of approval.

Originally Posted by Jawbone54

It had everything we'd talked about except for NPC villages (which I'm sure are beyond the range of the map below).

Strange, Your map is oriented differently than mine, and I had an NPC village generate decently close to spawn (Close enough that we could have walked there and used it for a basis for town). I wonder if they are generated independent of the terrain (though dungeons aren't).

New effectsBlocks under water "drip" into cave/cavern below. LAVA does the same thing!Trees on higher altitudes have less leaves.
Grass drops more seeds.
Pressing "escape" no longer pauses the game. (Might be a bug some people are experiencing. Unconfirmed.)
Lava flows faster.
Reports of more "lag". Remember this is Pre-Release and there will be bugs.
Do not jump infinitely when holding down space bar.Dried up river-beds in plains biome.
Animal DO NOT breed. Confirmed.
Bonemeal turns black sheep white? Bug?
Water drips through wool. Bug?
Pumpking seeds are back in the chests in the dungeons!
Lots of reports of mega-oceans.
Armor values are now determined differently.

Thus, Mushroom Island biomes actually spawn in the middle of Mushroom Island Shore biomes. However, the land for Shore biomes is underwater, which makes them appear like Oceans.

The top block for these biomes is the "mycel" block I mentioned earlier (which is not town related after all, but does play some kind of melody). No monsters, animals, or squids spawn in these biomes EXCEPT for mushroom cows.

Snow Biome
"Snow" biomes more rare. Unconfirmed.
Snowman! - Built by Two snow block then pumpkin PLACES not crafted. Not sure how to make a snowman without a pumpkin head. They fight other "bad" mobs. They drop snowballs.
Snowmen work in the Nether. (Bug? Unconfirmed.)
Snow now settles on ice.

SwampsLilly Pads - Picked up by "Punching". Place by putting next to another lilly or surface block. Lilly Pads turn grey when picked up - bug?
Darker grass - new grass texture for swamps
Darker water around the swamp area

The water doesn't exactly blend seamlessly into oceans and rivers but I imagine this might get tweaked in the future.

Villages
Village Monks - 1 Priest is dressed in white
A few other skins reported - aprons and pink?
Reported that the mobs folder have 6 different textures for the villagers. (Butcher, Farmer, Librarian, priest, smith & villager).

NPCs are purely decorative at this point, but maybe by using these placeholders they will work once their AI is included.